BODYCAM ZOMBIE pc: How to Play Zombies on Steam

How to play BODYCAM ZOMBIE pc on Steam before v0.9: co-op zombies, Dead & Damned maps, and friend play without parties.

Why BODYCAM ZOMBIE pc Is the PC Mode to Watch This Week

A body camera with no HUD is already a hard way to fight other players. Point that same lens at a horde and BODYCAM ZOMBIE pc becomes a very different problem: ammo you cannot glance at, reloads that can fall apart under stress, and friends who have to call out what you cannot see. It matters right now because Reissad Studio is putting zombies at the center of Bodycam v0.9, The Dead & Damned, on Friday, November 13. If you have been waiting to run BODYCAM ZOMBIE pc with a squad, the update restores two maps, adds a trenches mode, and still leaves matchmaking in a halfway state.

Bodycam official screenshot

Official screenshot · Source: Steam store

Bodycam, from the French indie studio Reissad, is an Early Access tactical FPS on Steam built in Unreal Engine 5. Reissad describes it as the first tactical multiplayer FPS with a true body-camera view in that engine. The look is deliberate: a wide lens, blown-out windows, and sound bouncing off walls, without the clean overlay most shooters use as a crutch. There is no crosshair and no ammo readout. One shot can end a fight.

That camera was built for player-versus-player. Zombies asks it to survive a rising infection instead. The studio describes a round-based co-op mode where you manage ammunition, move through dangerous space, unlock new areas, restore power, and face waves that get deadlier as the outbreak spreads. On PC, that loop is about to get its biggest refresh in a while, even though v0.9 is officially a smaller, in-between update. Much of the team is still on longer-term projects. Zombies is what they chose to ship while that work continues.

Studio-published figureNumberWhat it means for PC players
Copies sold on Steam2.4M+A large installed base, not a tiny test
Wishlists3.7M+Still drawing new PC players
Steam reviews72K+, Very Positive (81%)Broad approval across the Early Access life
Recent reviewsVery Positive, 86% over 30 daysThe current stretch is scoring higher than the lifetime mark
Peak concurrent players38K+Enough population for PvP; zombies is squad-scale
Discord members524K+Bug reports and dev notes have a real audience

Those figures come from Reissad's own game page, not from a third-party tracker. Treat them as studio-published snapshots. They show a PC game with a real audience. They do not promise that every zombies lobby already feels finished. Early Access is still the label on the Bodycam store page on Steam.

What You Are Installing on PC

Buying in means Steam Early Access, not a 1.0 release. Updates add weapons, maps, systems, and tech, often shaped by feedback. If you want notes without living in a comment thread, Reissad also points players to a free portal account tied to Steam, Discord, or email. The game itself still installs and updates through Steam.

The mode list is wider than zombies, and that matters on PC because one install has to serve competitive groups and co-op squads. If you searched BODYCAM ZOMBIE pc, do not expect infected inside Wingman or Gun Game. Zombies is its own co-op playlist.

ModeFormat on PCWhat actually decides the match
Wingman2v2 Search and DestroyCalls, positioning, and aim; no hero abilities or killstreaks
Body Bomb5v5Objective rounds rather than a pure frag race
Team Deathmatch and DeathmatchCasual gunfightsRaw fights with fewer rules
Hardpoint and Gun GameCasual rotationsObjective flips, or a forced weapon cycle
ZombiesCo-op, up to 4Ammo, power, opened space, and rising waves

Wingman is the competitive flagship: communication, map knowledge, and clutch rounds, with movement exploits off the menu. Body Bomb is the larger objective sibling. Casual lists cover the usual deathmatch variants plus Hardpoint and Gun Game. Zombies sits beside them as survival, not a scorestreak playground.

The feel systems carry into infected runs the same way they carry into PvP:

  • True Body connects arms, torso, legs, and the weapon as one character, instead of floating hands stuck to the camera. Plan on a short adjustment period.
  • Reloads use separate calm and stressed states, with many variations and mistakes rather than one looping clip.
  • Builds pull from hundreds of attachments. Reissad puts the combination count in the billions. Speed, stability, and precision all shift with the parts you pick.
  • FPV drones and RC cars are usable tools, including stabilized and full-manual acro flight. v0.9 adds a lobby room for both.
  • Ragdoll stumbling lets you lose balance and recover instead of skating through contact.

None of that adds a mini-map. On PC you are still playing a lens, not a dashboard. The studio's mature-content note is direct: progress involves shooting and killing. Zombies does not soften the gunplay. It swaps other players for infected.

The Dead & Damned Update, Piece by Piece

v0.9, The Dead & Damned, is set for Friday, November 13. Reissad picked Friday the 13th on purpose to bring the infected back. Full patch notes arrive on release day, so the list below is the pre-release announcement, not a line-by-line changelog.

Anyone tracking BODYCAM ZOMBIE pc from the announcement should treat the official Dead & Damned dev diary as a preview. If a trick shows up only in the video and not in the written notes, wait for release day before you build a strategy around it.

Change in v0.9Side of the gameWhat PC players can count on
Zombie TrenchesZombies, on the Trenches mapA new mode; deeper rules were promised later
Village and AsylumZombiesBoth return after spawn, behavior, and polish work
Weapon boxesZombiesGuns drop with random attachments from the loadout system
Public PoolMultiplayer mapsVisual rework plus layout changes
Easy Anti-CheatMultiplayer clientShips with 0.9; the studio will keep tuning it
Drone and RC lobby roomShooting Range hubCircuits for both; radio-controller support with TRYP FPV
CrossbowPvP loadoutNo longer locked to the end of the Village secret
TEC-9Secondary weaponFirst machine pistol you can run in that slot
Party systemSocial / matchmakingDelayed again; not in this update

Zombie Trenches is the surprise. It is a new mode built on Trenches, and the studio said more would follow, so do not invent a route from the name alone. Village and Asylum come back after a pass driven by player reports, especially bad spawns and how zombies behave, plus a general polish. That is the clearest quality-of-life promise in the zombies notes.

Weapon boxes are the change you will feel every run. They now hand out guns with random attachments, using the same attachment system as a normal loadout, so one pull can differ a lot from the next. For BODYCAM ZOMBIE pc, that means learning several guns instead of waiting on one favorite setup.

Public Pool is a multiplayer map, not a zombies stage. Reissad says it has been the least played map since Locked & Loaded. The rework aims at visual quality and layout. Easy Anti-Cheat arrives in the same update for multiplayer. Zombies players share the client, so take the update from Steam and expect the anti-cheat component to install with it. The team plans to watch it after launch.

Two loadout additions are easy to miss if you only read the zombies lines. The crossbow used to sit at the end of the Village secret. It is now a normal loadout pick for PvP maps. The TEC-9 is the first machine pistol secondary. Bug fixes and optimization continue in the background, in the same spirit as the last v0.8 patch: host-migration player caps, weapon-state bugs, film grain, a Reissad Points cap raised to 50,000, and animation fixes on guns such as the Glock.

How to Squad Up While Parties Are Still Missing

This is the practical PC question. The party system will not ship in 0.9. It already missed 0.8. Reissad says the delay is a rework of the whole multiplayer layer, not a forgotten button. They hit technical blockers. What they have is far along, and they do not trust it under every match yet. The plan is still a build they like internally, then an experimental branch so players can break it on purpose. They would rather add time than stack technical debt on matchmaking.

Until that branch exists, use the workaround the studio actually published.

What you wantWhat works in v0.9Hard limit
Zombies with friendsDeploy in co-opUp to 4 players
A bigger private groupHost your own gameUp to 10 friends
Quick PlaySolo queueNo party
Server browserSolo queueNo party
A real grouping systemLater experimental branchNot part of the Nov. 13 build

So BODYCAM ZOMBIE pc is currently the easiest supported way to play this game with people you know. Co-op is built for four, and Reissad says you can deploy there with friends without waiting on the new grouping tools. Quick Play and the server browser stay solo queue. If the group is bigger than a zombies squad, host your own game. That hosted route is the stand-in for private multiplayer, not a ranked party.

A few expectations keep a Friday night from falling apart:

  • Do not sit in a public queue hoping a party invite appears on November 13. It will not.
  • Put the four-player zombies cap in the group chat before you boot the game.
  • Use zombies for the supported co-op path, and a hosted server when the group is a larger PvP stack.
  • Save party feedback for the experimental branch. That is the test Reissad says it wants.

Community reports around earlier host migration, especially Wingman filling past the allowed player count, are part of why this layer is being rebuilt. A v0.8 patch already tightened some of those over-cap cases. The party delay is the studio saying the deeper fix is not ready to ship.

PC Habits That Survive a Rising Wave

The official loop is ammunition, exploration, new areas, power, and harder waves. The camera rules decide how you execute that loop. These habits follow systems the game actually has. They are not a fake Easter-egg route.

HabitWhy this game punishes the shortcutWhen to use it
Physical mag checkThere is no ammo counterBefore you push into a new area
Reload while calmThe stressed state can rush and botch the actionBehind cover, not in a doorway
Turn toward occlusionPropagation and occlusion are built as informationWhen the horde is outside the lens
Treat every box gun as randomAttachments are not a fixed rollEach time you hit a box
Split the four-player squadThe mode is co-op survival, not a solo power fantasyOne player watches the route you just opened

Callouts replace UI. In PvP, Reissad's competitive pitch is communication, positioning, and precision. Zombies does not add a ping-heavy HUD to undo that. Say which hallway, which door, and whether you are mid-reload. A stressed reload can rush and fail. Starting one in a doorway is a bet that the animation finishes. On this game, that bet is worse than in a shooter with a visible reload bar.

Audio is the other information channel. The sound model uses real-time propagation, reverb, occlusion, and spatial placement so you hear the room, not a flat gunshot. That is the whole case for learning BODYCAM ZOMBIE pc on a headset you already trust, not on laptop speakers in a loud room. Occlusion is supposed to tell you whether infected are beyond a wall. Face the sound before you spend ammo you cannot count at a glance.

Map knowledge is still thin in the public notes, so learn in this order once the update is live:

  1. Relearn Village and Asylum first. Spawn and behavior changes mean older player experience routes may be wrong.
  2. Treat Zombie Trenches as a new mode, not as "Trenches with extra health."
  3. Hit a weapon box early and again later. A second random attachment roll can save a bad first pull, or waste it.
  4. Restore power and open space before you greed for a risky box. Wave pressure does not stay flat.
  5. Keep a secondary plan. The TEC-9 enters the PvP loadout as a machine pistol, while box RNG can still hand a zombies run an awkward primary.

Stay honest about performance. Reissad says optimization is ongoing and that full notes drop on release day. These announcements do not publish a frame-time target or a requirements sheet. If dense PvP maps already struggle on your PC, an abandoned hospital or a trench full of infected is not guaranteed to be lighter. Keep settings you trust, then read the day-one notes before you chase a new driver.

The maps themselves are highly detailed spaces inspired by or rebuilt from real-world locations: tight interiors, forest, hospital-style buildings, and trench networks. That realism is a visual goal, not a claim that a specific real site is copied one-to-one. Play the corners and the bad sightlines, not the brochure.

FAQ

Is BODYCAM ZOMBIE pc available only through Steam?

Official sales figures, store links, and update posts all point at Steam Early Access for PC. Use that build so you receive v0.9, Easy Anti-Cheat, and any later experimental branch. A free Reissad Portal login can follow news through Steam, Discord, or email, but it does not replace the Steam install.

How many people can play zombies together?

Zombies is co-op for up to four players. That is the friend route Reissad says works in v0.9. Hosting your own game still allows up to 10 friends, which covers larger private sessions while Quick Play and the server browser remain solo queue.

What arrives on November 13 for zombies specifically?

The Dead & Damned update adds Zombie Trenches on the Trenches map, brings Village and Asylum back with spawn and behavior fixes, and makes weapon boxes roll random attachments. Public Pool, Easy Anti-Cheat, the drone lobby, the crossbow, and the TEC-9 ship in the same update, but they are not all zombies features. The party system does not ship.

Should you wait for 1.0 before trying the mode?

Only if you dislike Early Access. The mode is already in the game, the November 13 patch is a zombies-focused stopgap, and longer projects are still in progress. Play now if you want the body-camera co-op loop. Wait if you need a finished party system and a map list the studio is done changing. Either way, read the release-day patch notes before you treat a preview detail as final.